package com.yay.easter.graphics;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import javax.microedition.khronos.opengles.GL10;

public class Cube implements Figure {
    public Cube()
    {
        int one = 0x10000;
        int onef = 0x10000;
        int vertices[] = {
                -onef, -onef, -onef,
                onef, -onef, -onef,
                onef,  onef, -onef,
                -onef,  onef, -onef,
                -onef, -onef,  onef,
                onef, -onef,  onef,
                onef,  onef,  onef,
                -onef,  onef,  onef,
        };

        int colors[] = {
                0,    0,    0,  one,
                one,    0,    0,  one,
                one,  one,    0,  one,
                0,  one,    0,  one,
                0,    0,  one,  one,
                one,    0,  one,  one,
                one,  one,  one,  one,
                0,  one,  one,  one,
        };

        byte indices[] = {
                0, 4, 5,    0, 5, 1,
                1, 5, 6,    1, 6, 2,
                2, 6, 7,    2, 7, 3,
                3, 7, 4,    3, 4, 0,
                4, 7, 6,    4, 6, 5,
                3, 0, 1,    3, 1, 2
        };

        
        
        
        /*float theta, angle_increment;
	    float x, y;
	    int n = 1;
	    angle_increment = 3.14f / n;
	    for(theta = 0.0f; theta < 3.14f; theta += angle_increment) {
	        x = 100 * (float)Math.cos(theta);
	        y = 100 * (float)Math.sin(theta);
	    }*/
        
        // Buffers to be passed to gl*Pointer() functions
        // must be direct, i.e., they must be placed on the
        // native heap where the garbage collector cannot
        // move them.
        //
        // Buffers with multi-byte datatypes (e.g., short, int, float)
        // must have their byte order set to native order

        ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
        vbb.order(ByteOrder.nativeOrder());
        mVertexBuffer = vbb.asIntBuffer();
        mVertexBuffer.put(vertices);
        mVertexBuffer.position(0);

        ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
        cbb.order(ByteOrder.nativeOrder());
        mColorBuffer = cbb.asIntBuffer();
        mColorBuffer.put(colors);
        mColorBuffer.position(0);

        mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
        mIndexBuffer.put(indices);
        mIndexBuffer.position(0);
    }

    public void draw(GL10 gl) {
        gl.glFrontFace(GL10.GL_CCW);
		gl.glEnable(GL10.GL_CULL_FACE);
		gl.glCullFace(GL10.GL_BACK);

        gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
        gl.glEnable(GL10.GL_TEXTURE_2D);
        gl.glTexCoordPointer(4, GL10.GL_FIXED, 0, mColorBuffer);
        gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
        
        
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
		gl.glDisable(GL10.GL_CULL_FACE);
    }

    private IntBuffer   mVertexBuffer;
    private IntBuffer   mColorBuffer;
    private ByteBuffer  mIndexBuffer;
    
    
    /*
     *-------------------------------------------------------------------------
	//&nbsp; Draws an oval centered at (x_center, y_center)
	//
	//&nbsp;The oval is bound inside a rectangle whose width is w
	//&nbsp;and height is h.
	//
	//&nbsp;n represents the number of line segments used to draw the oval.
	//-------------------------------------------------------------------------
	void drawOval (float x_center, float y_center, float w, float h, int n)
	{
	    float theta, angle_increment;
	    float x, y;
	
	    if (n <= 0)
	        n = 1;
	
	    angle_increment = PI_2 / n;
	    glPushMatrix ();
	
	    //  center the oval at x_center, y_center
	    glTranslatef (x_center, y_center, 0);
	
	    //  draw the oval using line segments
	    glBegin (GL_LINE_LOOP);
	
	    for (theta = 0.0f; theta < PI_2; theta += angle_increment)
	    {
	        x = w/2 * cos (theta);
	        y = h/2 * sin (theta);
	
	        //  Color the vertices!
	        if (color[currentShape])
	            glColor3f (x, y, x*y);
	
	        glVertex2f (x, y);
	    }
	
	    glEnd ();
	    glPopMatrix ();
	}
     */
}
